1881
Albus
Dumbledore
is born
c.1400s
Beedle the Bard
writes his tales

8

1926
The adventures of
Fantastic Beasts and
Where to Find Them
take place
1897
Newt
Scamander
is born

1927
Fantastic Beasts:
The Crimes of
Grindelwald
takes place

1927
Newt
Scamander’s
book, Fantastic
Beasts and Where
to Find Them
is published

1952
Kennilworthy
Whisp’s Quidditch
Through the Ages
published

1945
Duel between
Dumbledore and
Grindelwald

1991
Harry Potter
starts
Hogwarts
1980 July 31
Harry Potter
is born

1991 - 2
Harry Potter
and the
Philosopher’s
Stone
takes place

1992-3
Harry Potter and
the Chamber of
Secrets takes
place

1994-5
Harry Potter
and the
Goblet of Fire
takes place

1993 - 4
Harry Potter
and the
Prisoner of
Azkaban
takes place

1996-7
Harry Potter
and Half-Blood
Prince takes
place

1995 - 6
Harry Potter
and the
Order of the
Phoenix
takes place

1997 - 8
Harry Potter
and the
Deathly
Hallows
takes place

1998
Battle
of
Hogwarts

2011
Pottermore
launches
in beta

2017
19 years later
epilogue from
Deathly
Hallows
takes place
2017
Harry Potter
and the
Cursed Child
begins

2018
Wizarding
London
conceptualized

Wizarding London
A themed urban experience based on narrative
and interaction, forming a story in the three-dimensional space of the city of London.

9

London Foldable Map
A map of the city of London,
with the regions and thematic
chapters, is given to each
player.

10

Smartphone App
For a complete magic experience,
before starting, each player has
to install an application on his/her
personal smartphone.

11

12

13

14

START
RIDE: FLYING ABOVE LONDON

15

16

The starting point of the
experience is Bernard Park,
one of the largest in Islington
borough, which offers a wide
range of sports facilities and
playgrounds.

BERNARD PARK, ISLINGTON, N1

Starting Point

17

Zip Line Tower
Inside the park stands a tower of a total
height of 65 meters and a shape inspired by
the turrets of Hogwartsâ&#x20AC;&#x2122; Quidditch pitch. Its
construction consists of a metallic frame
and from its highest level starts the ride of
the zip line.

18

19

20

21

Elevator Access
Access to the towerâ&#x20AC;&#x2122;s upper levels is
through an elevator, located inside
the net construction.

22

Canâ&#x20AC;&#x2122;t we go up to the Zip
Line tower mom? Please!

Have fun!

Observation Deck
At a height of 60 meters a
level is created that offers a
unique view of the city.

24

Safety First
A staff member secures the
player with the protective equipment, connects him to the Zip
Line and gives him a broomstick.

25

26

CHAPTER 1
THE ORDER OF THE PHOENIX
HEADQUARTERS

27

28

Players land on a construction
in the center of the raised Claremont Square and a staff member
helps them remove the protective
equipment.

CLAREMONT SQ, CLERKENWEL, N1

The Landing

â&#x20AC;&#x2DC;They dismounted on a patch of unkempt grass in
the middle of a small square. The grimy fronts of
the surrounding houses were not welcoming; some
of them had broken windows, glimmering dully in
the light from the street-lamps, paint was peeling
from many of the doors, and heaps of rubbish lay
outside several sets of front steps.â&#x20AC;&#x2122;
29

What a ride!

Notification Alerts
Making use of locative media technology, the application displays
site-specific alerts, guiding the
players.

31

The Deluminator
As the player approaches the lampostâ&#x20AC;&#x2122;s bluetooth range, his smartphone acts as a deluminator and
switches the lamp off. Meanwhile,
this interaction triggers a hidden
printer inside the mailbox and a card
appears in the letters slot.

32

CLAREMONT
SQUARE N1

33

34

35

CLAREMONT
SQUARE N1

Whereâ&#x20AC;&#x2122;s the right place?

Printed Address
The player eventually has the
address of the Order of the
Phoenix headquarters.

37

NUMBER 26, CLAREMONT SQUARE

Triggered Narrations
Depending on the location, the
player has the ability to hear authentic audiobook narratives as
well as various sound effects.

‘...α battered door emerged out of nowhere
between numbers eleven and thirteen, followed
swiftly by dirty walls and grimy windows. It
was as though an extra house had inflated,
pushing those on either side out of its way.’
38

* Some spaces of the house are supposed to house supporting functions, while the rooms can
be changed and decorated according to each season (eg Christmas).

41

42

‘Filth! Scum! By-products of dirt and vileness!
Half-breeds, mutants, freaks, begone from this
place! How dare you befoul the house of my
fathers —’

A Strange Welcoming
As soon as the players enter
the entrance hall, the portrait of
Sirius’ mother welcomes them,
screaming and yelling.

43

44

The Black Family Tree
Players can have a look at the original tapestry with the Black family tree. In addition,
special QR codes, that can be scanned
with the app, give them access to exclusive
online content.

45

Boggart in the Writing Desk
A trapped Boggart makes the writing
desk rattling and shaking.

46

47

The Self-playing Piano
As soon as someone enters the room,
the piano begins to play “Für Elise” on its
own.

48

49

50

Phineas Nigellusâ&#x20AC;&#x2122;s Portrait
The old Headmaster of Hogwarts appears
in his portrait as soon as the players enter
the room and begins to chat with them.

51

52

‘— they’ve changed the time and venue — it
starts at eight o’clock now and it’s down in old
Courtroom Ten —’

Α Head in the Fire
The head of Sirius appears inside the burning fire and informs them that they must
go directly to the Ministry of Magic for the
Disciplinary Hearing.

53

54

CHAPTER 2
RIDE: LONDON UNDERGROUND

55

56

ANGEL

Underground Station
Players arrive at Angel’s station in order to
board the underground train that will take
them to central London.

‘The run-down streets were almost deserted,
but when they arrived at the miserable little
Underground station they found it already full
of early morning commuters.’
57

58

59

Where do we have
to take off?

61

WESTMINSTER

Wizarding Posters
As the player navigates inside the
station, posters of the Wizarding
world replace the billboards.

â&#x20AC;&#x2DC;They got off at a station in the very heart of London, swept from the train in a tide of besuited men
and women carrying briefcases. Up the escalator
they went, through the ticket barrier, and emerged
onto a broad street lined with imposing-looking
buildings, already full of traffic.â&#x20AC;&#x2122;
62

63

64

PARLIAMENT
STREET SW1

65

66

67

68

New Location Found
By scanning the map through the application, the spot of the next location appears
with the augmented reality technology.

69

WHITEHALL
SW1

Pavement Markers
Special markers placed on
the sidewalks guide the player
through the urban fabric.

70

71

72

CHAPTER 3
THE MINISTRY HEARING

73

74

WHITEHALL
PLACE SW1

Visitor’s Entrance
A red telephone booth located on an alley in
central London marks the entrance to the
Ministry of Magic.

‘The farther they walked, the smaller and less
imposing the buildings became, until finally
they reached a street that contained several
rather shabby-looking offices, a pub, and an
overflowing dumpster.’
75

76

Inside the Booth
Players enter the booth in groups of three.
As soon as the door closes, they must type
in the phone device the correct five-digit
number:

62442

â&#x20AC;&#x2DC;Welcome to the Ministry of Magic. Please state
your name and business.â&#x20AC;&#x2122;
77

SCOTLAND
PLACE SW1

An Unexpected Fall
The telephone booth is a camouflaged lift, which lands abruptly
in the basement of the adjoining
building.

78

79

80

‘They reached the bottom of the steps and ran along
yet another corridor, which bore a great resemblance to that which led to Snape’s dungeon at
Hogwarts, with rough stone walls and torches in
brackets. The doors they passed here were heavy
wooden ones with iron bolts and keyholes.’

Ministry’s Basement
The players find themselves in a
dark corridor full of doors leading
to the various courts of the Ministry of Magic.

81

82

83

84

‘‘So silly of me. But it sounded for a teensy
moment as though you were suggesting that the
Ministry of Magic had ordered an attack —’

Talking Holograms
Depending on where the player stands
in the room, he/she triggers three-dimensional holograms of the judges.

85

86

CHAPTER 4
RIDE: DURMSTRANG SHIP

87

88

EMBANKMENT PIER

All Aboard
At the pier players can find the three-masted ship of Durmstrang, waiting them for a
thematic route in the Thames river.

89

90

WOW! Weâ&#x20AC;&#x2122; re
approaching an island!

91

RIVER THAMES, SOUTHBANK, SE1

92

Thames Island
An artificial island stands like
a hill in the center of the river,
covered with trees and dense
vegetation. A slit allows the ship
to enter the cavernous interior.

93

Hidden Place
Inside, in a foggy scenery full of
rocks and moss, the figures of
Merpeople emerge.

96

As the ship approaches London
Bridge, huge tentacles emerge from
the water.

RIVER THAMES, SOUTHWARK, SE1

Something in the Water

Itâ&#x20AC;&#x2122;s the Giant Squid!

97

98

99

100

TOWER PIER

Disembarkment
Players disembark at Tower
pier, in order to continue their
journey on foot.

Interactive Wands
From Olivanderâ&#x20AC;&#x2122;s shop, players can
buy an interactive wand, which
connects with their smartphone
via bluetooth. Players will have the
chance to use this wand later.

107

108

CHAPTER 6
RIDE: KNIGHT BUS

109

110

KB

KNIGHT BUS

Leadnehall Market

Emergency Transport

King’s Cross Station

Just outside the market stops the
Knight Bus, the triple-decker, purple
transportation vehicle. Players hop on
in order to travel to King’s Cross.

‘Welcome to the Knight Bus, emergency transport for the stranded witch or wizard. Just stick
out your wand hand, step on board, and we can
take you anywhere you want to go. My name
is Stan Shunpike, and I will be your conductor
this eve —.’

112

NEWBURY
STREET EC1

Temperature Falls
As the bus turns and gets into a
narrow alley, the temperature in the
interior falls sharply.

This alley looks
creepy...
OMG! Itâ&#x20AC;&#x2122;s freezing!

113

114

Dementors in Central London
Suddenly the bus stops and Dementors appear
from nowhere. In order to drive them away,
players will have to cast the correct spell from
a list.

115

Spell Casting
The formation of the spell can be
made by the players either by drawing the movement in the application,
or by forming it in the air with their
interactive wand.

116

117

118

FINISH
KINGâ&#x20AC;&#x2122;S CROSS STATION

119

120

PLATFORM 9 3/3, KINGâ&#x20AC;&#x2122;S CROSS STATION
Harry Potter Shop
Players end up on the platform 9 3/4
where is the gift shop and the famous
disappearing cart.

121

Memories Mapped
At the end of the tour, the sites that
players have visited, as well as the
photos they have taken, are collected on a digital interactive map.